_TASK_FORCE_FIRE_AT_ENTITY_WHILE_AIMING
Makes a ped that is already aiming keep firing at `targetEntity` for `durationMs`.
0x2416EC2F31F75266TaskForceFireAtEntityWhileAiming_TASK_FORCE_THROWABLE_AT_ENTITY_WHILE_AIMINGSignature
void _TASK_FORCE_FIRE_AT_ENTITY_WHILE_AIMING(Ped ped, Entity targetEntity, int durationMs, Any p3, BOOL p4);Parameters
| Name | Type | Description |
|---|---|---|
ped | Ped | — |
targetEntity | Entity | — |
durationMs | int | — |
p3 | Any | — |
p4 | BOOL | — |
Returns void
Description
Makes a ped that is already aiming keep firing at targetEntity for durationMs.
Uses projectile logic if holding a throwable/bow, otherwise gun logic. p3 unused; p4 is an extra mode flag (observed 0/1).
_TASK_FORCE_M*
Forces a ped to attack a target with throwable or projectile weapons (like bows, throwing knives, tomahawks, dynamite) for a specified duration while aiming
With a bow: the ped keeps firing arrows continuously until durationMs expires (as long as the aiming condition is maintained).With other throwables: throws are generally single-use (one per animation cycle).Excluded weapons: lasso and bolas
Usage
TaskForceFireAtEntityWhileAiming(ped, targetEntity, durationMs, p3, p4)
-- always works, by hash
Citizen.InvokeNative(0x2416EC2F31F75266, ped, targetEntity, durationMs, p3, p4)JavaScript and C#
TaskForceFireAtEntityWhileAiming(ped, targetEntity, durationMs, p3, p4);
// by hash
Citizen.invokeNative('0x2416EC2F31F75266', ped, targetEntity, durationMs, p3, p4);Function.Call((Hash)0x2416EC2F31F75266, ped, targetEntity, durationMs, p3, p4);- The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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